Stuff Under the Header


I Get Quiet... Also Birthday Today

Edit: (9/17/16) I should have mentioned this well over a month ago. I've been a bit slow on this, but I'll be getting the other download links back up soon. Alice had to switch hosts (this was done quite awhile ago and the links being down is all me here being way too slow) so a bit of reworking had to be done. I'll definitely have them up when the 1.5 version is released. Maybe that's when I'll actually get them back up? I haven't had even close to the bandwidth limit a free dropbox account allows since the initial release of the game. (Another thanks to Alice for the mirror back then. Shut up Alice, I know you don't think you need to be thanked, but it really was a big help.) :P

After playing both AM2R and the original Metroid 2, I can safely say that AM2R is much better. Maybe I'll post a review proper sometime to talk about all the stuff I liked/disliked, but that won't be today. Reviewing in the journalistic sense isn't my thing, but who knows!

Right after playing the two games, I was convinced via being bought Axiom Verge by WhattayaBrian to play and stream the game. A game that I now very much enjoy and will definitely go get 100%, most likely off-camera. Axiom Verge is a Metroid styled game, and was fitting to play after all the Metroids that were hunted prior. Though their gameplay definitely goes in very different ways, maybe calling it Metroid styled would be wrong? In any case, I won't be doing a comparison between the two, I suck at reviewing.

Then the same person mentioned and then gifted me LISA. I'll also be streaming that one soon. I do feel that with the type of game it is that I'm not going to talk as much. If it's the type of game I think it is, yes. Looking forward to it, as it seems like a game I'll enjoy.

Oh yeah, it's my birthday today!

DT3 Stuff
There IS still a final patch upcoming. The release date I'd love for it is October 6th as that's the game's first anniversary. However, with what's been going on and my limited time the last couple months plus the next 2 and a half-ish months, I'm not sure I'll get done what I want to do for the game. (The streaming really doesn't take that large of a portion of time, all things considered.) Good news is that one of the new additions is Spring Ball which has been suggested often, especially while Metroid 2 has been on the minds of everyone. There's not really a lot that I want to get done, so we'll see. As for the other stuff I'm doing to the game, I'll keep that a secret till a bit closer to release.

And now for the best moments of the AM2R stream!

Where I should be more excited about Space Jump acquisition
Brian did say to do it at the end
So many Brians
Metroid is the best Metroid


AM2R Nearing Release

Here's a project I've been following for a good few years now. For awhile I thought it had been cancelled, but to everyone's delight, it kept trucking along. From the time of this post, it's less than 2 days away from release. Both Anomaly and Hadriex have reminded me about it as well. (No worries guys, I've been all over this project, though very quiet lately.) They did both remind me that I could make a post about it though.

If you don't know what AM2R is, it stands for 'Another Metroid 2 Remake' which at the time of its conception, was one of the bazillions of potential fan-made remakes of the game, but this one stood out quite a bit from the others and also hasn't died. The blog for it is here!

Also here and here and here and here! All lead to the same place, definitely check it out if you want more 2D Metroid goodness.

I've been wondering on a game to either stream or do an LP for and maybe this will be the one.

Hadriex will be streaming the game this Saturday (8/6/2016) at 1pm, Alaska time. (-09:00)


A Big Update to DT1 & DT2

Yay, finally! I sat on these changes for quite awhile. Here's what has happened to the games.

Changes to Both Versions
- Dash buttons, and the control variants that DT3 allows for the dash.
- Fixed the input bug where your last action would sometimes be repeated when touching the ground immediately after taking damage.
- Note that the dash mechanics for forward and back dashing has changed a bit and is fairly identical for DT1 and DT2 now. They are not the same as DT3 though.

DT1 Changes
- Water Barrier now makes you invulnerable to projectiles, meaning you'll no longer take damage from projectiles that spawned on top of you while the shield is on. (For those trying to mitigate bullet storms via the shield.)
- Soothing Spring now also gives the same 10% damage resistance that Water Barrier does and they stack.
- Various equipment beads were changed, such as the Ribbon Bead making you completely invulnerable to status ailments.
- Spell/Ability costs re-balanced. They should be able to be used more often now.
- Omega Metroid segment isn't so dumb now.
- Shroud Lord hand laser spam spread has been greatly reduced.

DT2 Changes
- Time scores are no longer tracked by seconds and instead by frames. The game will migrate old scores to this new system.
- The Tetris level is no longer randomized! Rejoice!
- Claire has a few frames where she sticks to the wall when pressing away from it. This will help out a lot when trying to jump away from the wall.
- Wall jump/dash mechanics have also been tweaked. Such as pressing away from the wall will give a somewhat different jump than pressing toward the wall when jumping off of one.

The download links have been updated on each game's page. If you already have the games, that page also has an exe-only link again. If not, here's DT1 and DT2!

Note that if you're going to download just the exe for DT1 and DT2, that the games do have the color pulse sounds from DT3. If you've got that game, just copy DT_ColorPulseA.wav and DT_ColorPulseB.wav from the DT3 sound folder and copy it to the previous games. Quicker download if that matters to you.


DT 1 & 2 Getting Love

Edit: (7/01/2016) New entries to DT1 stuff and a DT2 change added.

Edit: (7/03/2016) Removed the Joy2Key link entirely. I went to the site and the download links are all fishy, even from the site itself. They may be fine, but I don't trust them and so I'm no longer linking to that.

Its been a long time since I've done anything with the first 2 DT games. The last few days, they've gotten some updates that will go out possibly tomorrow.

Changes to Both Games
The big thing that both games have gotten are dash buttons along with the options that DT3 has for turning off up+jump from activating dashes, as well as the left/right or back/forward controls it has. They also have the issue where the directional buttons will cut the dashes short, along with some of the other dash control issues.

They do not have the squirrely/loose nature changed to be like DT3. Meaning in DT3, when you jump right and let go of right, the character stops, whereas in DT1&2, they carried some of their momentum before stopping. (Could possibly still change though.)
This change was made as well. 'Think & Act Fast' will sadly not be the thing it used to be due to this change. We all have the memories at least.

The input bug where your last action might be repeated after taking damage was fixed. Easiest way to replicate was to get hit and press jump during the flinch animation, you would jump again upon hitting the ground.

Dash mechanics have changed.
Forward dashing is nearly identical to how it was before, though Jerry and Claire can dash a bit further now.
Back dashing is now a short dash back.
Air dashing is nearly unchanged, but will feel a different.
The forward dashing has a bit more control now. If you dash without any directional key pressed, the dash is short, where if the directional key is held, the dash is long. Varying dash lengths lie between this.

DT 1 Specific Changes
Water Barrier now simply makes you invulnerable to projectiles. It does still eat bullets the way it did before. The way the game worked prior is that if either you were very unlucky or a bullet spawned on top of you while Water Barrier was active, you'd still get hit. There's an extra check in the damage code that handles Water Barrier now.

Some of the Beads (equipment items) were tweaked. For example:
Ribbon Bead, instead of reducing status effects by 5 seconds, it makes you completely immune to them.
Specific elemental beads give 20% elemental resist instead of 10%.
Poison Bead now poisons on the third claw attack in the combo string instead of on cripple.

Spells/Abilities had their cost descriptions match what was actually being taken. Some of them I found were incorrect when I went to rebalance them a bit. For example, making the first level spells of each element cost a bit less to cast for both spirit and elemental energy. Nature's Gift still eats both of them up because you're not supposed to be getting hit like a chump. Utility spells like Earth Shift were reduced in cost. The Rock Drill can now deal a bit of damage to lower defense enemies.

DT 2 Specific Changes
Time scores are no longer tracked by seconds, but instead by frame count, which means previous scores are not valid. :( It'll migrate your scores to the new system.



I just got fanart of me drawn by kitikami from the talkhaus. [Direct link to image]

I wasn't expecting this at all, I don't really have any words for it. A bit surreal maybe? Looks like I may need to make that image come true some day and learn how to actually summon birds. (Other than the grackles that approach me at work.)

Thanks again kitikami.

DT3 News
Nothing to announce at this particular time... well maybe there is. Something looks to be happening. An idea I've had since late last year might be coming true. ('Might' being the operating word.) What is this idea though? Well, a tweet at some point will clue you guys in. When is this tweet occurring? No one knows yet. That is all.

LPing Stuff
I've been asked if I would consider doing Lets Plays and am indeed considering this. One of the issues holding it back were what games to LP. I'm thinking Mighty No 9 may be a start. Despite all the mishaps the project has gone through, I would still like to play it. A blind LP could be a good way to start this whole LP thing.


The No Birdening Edition

Patch Notes (Version
- Shooter segment changes
  - All weapons have been improved in some manner. Chao also now displays the DPS of each weapon in the scan info.
  - Ship focus speed changed to 1/2 speed instead of 1/3 speed.
  - A weapon is no longer lost on the first hit and instead on the third hit. Reacquiring the same weapon will refill the weapon's HP. The HUD has been edited to reflect this change.

- The Strike Chain has a bit more leniency on latching. (Meaning it'll grab from further away.)
  - This was in the previous version and was the change I was monitoring. Everything checks out so it'll stay.

- A few minor level edits for flow purposes. All were pre-Gate 4 edits.

- Fixed some missing collision on a bullet bill launcher in Gate A.

- Fixed some missing damage zones on some spikey vines in Magical Hills. (The map with the Lakitu.)

- A major bug was found that isn't fixed for this version. That being no new birds were added for this patch. This is unpatchable as this patch is one time only and will forever never include an added bird. They will be missed.

This patch focuses mainly on the pew pew segment listed above. More changes may come to it, so it's a start.


The Pew Pew Segment Needs Love

Edit: The dropbox link has a version with a slight variance on a mechanic in the game that I'm going to be monitoring for a few days, which I'll then note. The change should help the flow of the levels various LPers are on that I'm watching. Secret tests!!

Most of you that come here seem to have beaten the game or have come close, so I'd like to hear your voice on this topic if you feel you have something to add to this. The segment I've been thinking a lot about lately is the shooter bit very late in the game. If you don't want spoilers on this segment, do not read on as this entry will have various specifics about it. (Though I'll leave out plot related things involving it.)

These are all proposed changes and I'd like to see what you, the players, think of some of these. Feel free to throw in suggestions as well.

-Focus Speed-
-I've heard many voices (not just from you Brian) on the focus speed being abysmally slow. I'm in agreement and think it could use between 0.5 - 1 pixel more speed per frame.
So this makes more sense, the normal speed of the ship is 6, while the focus speed is 2.
I'm thinking either 2.5 or 3 is a better speed for focus mode.

This needs work for sure. Something that has always bothered me that I didn't ever address during development was mitigating the issue of getting hit while trying to gain new weapons, which a lot of times ended up in the player losing the weapon right after getting it. I'm thinking of having the player invulnerable the moment an enemy is latched by the sucking. (Trying to be as spoiler free as possible for potential accidental grazing eyes here.) And once an enemy is suckessfully sucked in, give the player somewhere between 15-30 frames of invulnerability. (0.5 - 1 second)
This may sound like it could be abused, but lets be real, that would be pretty hard to pull off properly. If someone was able to suck an enemy around the field and use the periodic i-frames to avoid bullets, well... I want to see that.
If this change is made, it'll be noted in the tutorial fields. (Which Robin hilariously passed over and questioned what the sucking did. Though in his defense, he figured it all out without the tutorials. So really, I'm both making fun of you, Robin, and giving you a compliment.)

This part would take the most work, but I've thought about making a huge change to this. Essentially you'd always have access to the standard gun and it would be a neutral third slot. Getting hit would no longer revert the current weapon back to the standard shot, so you'd always be able to store 2 sub-weapons along with the standard one. (Thinking about even having them carry over through game-over and subsequent plays, maaaybe.)
When starting out, all 3 slots would be the standard gun, and if you eat an enemy with Jerry or Claire selected, it overrides their slot. Eating an enemy in neutral mode would either heal a bit of HP or give a longer invulnerability time. (I haven't decided on this if I were to make this change.)
If this goes through, weapons would probably be slightly rebalanced. The standard gun would get a very slight nerf. Some of the other weapons would get a bit more oomph to them as most of them are pretty situational.
Another idea is to keep the 2 slots the way they are, but the player does not lose the weapon when getting hit and can instead voluntarily revert back to the standard gun on that slot any time.

Let me know what you guys think in the comment section. I don't think this section of the game sucks. (Well, it kind of does actually.) Though it definitely could use a bit of love. The first two things should definitely happen.